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===Tips for Fighting Against Xenos=== * '''Guide to Making Xenomorphs Lose:''' ** Xenos are immune to most conventional poisons, but there's three chemicals right now of value that work well them, Beepsky Smash, Neurotoxin, and Chloral. Beepsky smash and Chloral require the chem dispenser, but Neurotoxin does not. Neurotoxin is also an INSTANT stun. All it takes is sleep toxin and a pan galactic gargle blaster, which can both be gotten from vending machines. Of the many types of cyborg, only one borg has access to vending machines. This borg also has access to a reagent container (shaker) and an eye dropper. The Service borg is the ONLY CYBORG CAPABLE OF STUNNING ALIUMS AND BEATING THEM TO DEATH, aside from Engiborgs cheating with welderbombs. ** '''Disclaimer:''' Xenos are way better in melee than you ever will be. Unless you're in a combat mech with the right equipment, in which case it's your destiny to waltz into the middle of their nest and take on the queen in a one-on-one showdown. ** '''Facehugger protection''' *** THE MOST IMPORTANT FUCKING THING TO HAVE WHILE FIGHTING ALIUMS IS FACEHUGGER PROTECTION. DOESN'T MATTER IF YOU HAVE HULK IF YOU DON'T HAVE FACEHUGGER PROTECTION. ** '''Helmets that grant protection from facehuggers''' *** Welding Helmet (mass produced by autolathes, but only protect while down and obscure vision) - They're everywhere around the station *** Any space helmet (Engineer Rig helmet, Standard EVA helmet, Security Hardsuit helmet, etc) - Nobody will give a shit if you steal these during a xeno breakout *** Bio Suit Helmets (don't block vision, but are limited in number.) - Take em from medical and science. *** EQUIP THIS SHIT ** '''Stunning xenomorphs''' *** There's two ways to stun xenos. Chems and Knockouts. ** '''Chemicals that stun xenomorphs''' *** Beepsky Smash *** Neurotoxin *** Chloral (shit tier, do not use unless you can't get bar access) ** '''Delivery methods:''' *** Syringe Gun *** Hypospray *** Smoke Grenades (neurotoxin smoke thrown into a hive can be quite effective.) ** '''Explosives:''' *** Welderbombs (best if done by an Engiborg) *** Shit-tier Potas+Water grenades (dont even bother, use Neuro smoke instead) *** Cuban Pete tier transfer valves (honk) ** '''Killing xenomorphs''' *** Xenos take double burn damage. This means lasers, welders, and flamethrowers are stupid effective on them. On the other hand, many of them travel at SANIC speeds and will seriously slap your shit, so don't pull out the welder unless you absolutely have to. If you don't kill a xeno, and she gets away, she won the fight, because she's just going to heal up back to full, while you have to dick around getting your laser recharged, or getting more chems. DON'T STOP KILLING 'EM TILL YOU HEAR THAT SCREAM. ** '''Your weapons:''' ** '''Disclaimer:''' Bolded numbers are doubled because of xeno fire vulnerability. *** Welders ('''30''') *** Lasers ('''40''') *** Revolvers (60) (Steal them from traitors or the detective, or hope they band together with you against the xenos) *** Combat Shotguns (60-75) (Slugs are a much safer option to use, but require three shots to down a drone or hunter, while close range buckshot can two-shot them.) *** Flamethrowers ('''MAYHEM''') (These things are stupidly effective against a hive. One spray and you'll flush them out in a cacophony of chaos. Super effective at killing hidden facehuggers, eggs, and larvas.) *** Abuse your range. Don't stand still. And for fucks sake don't go in alone, unless you're damn sure you know the amount of xenos and know you can win. ** '''HALK''' *** If you're one of those dickwads in genetics that loves to ruin rounds, now's your time to actually be the hero the station deserves without ruining everything for everbody! *** Grab a welder, grab a facehugger proof helmet, and COVER YOUR SKIN SO THEY DON'T KNOW YOU'RE A HULK. Otherwise those hunters are going to swap to harm intent and MURDER YOUR ASS. Your punches cannot stun xenos, but your punches do cause them to move incredibly slowly. Your call if it's worth it or not. *** If you're a true "master" of genetics, you can simply abuse the DNA modifiers to mass produce hulks to get rid of the xeno-menace instead of relying on SE injectors. ** '''Riot Shields''' *** Guaranteed to block hunters from pouncing on you, and even knocks them down for trying. Even a simple buckler made from some planks of wood you scrounge in the library will serve you well. ** '''Silicons''' *** There's two borgs of any value in an xeno outbreak. If you're not one of these and you're not an Emagged Secborg, prepare to get shit on, and HARD. *** Engineering Borg - Can welderbomb enemies, finish the probably stunned xeno off with the same welder they used for the detonation, and a team of two can repair eacother ad infinitum. ***Service Borg - With his eyedropper and shaker, he can mix Neurotoxin and beat xenos to death with his tray, slowly, after stunning them. ** '''Plasma fires''' *** Plasma fires are for clearing out hives, not killing xenos. You will never kill a xeno with plasma fire unless they are mindbogglingly retarded. They will ALWAYS have an exit out into space somewhere. This is great for cutting off some of their facehugger supply, however. These can also kill larvas before they can escape because they're so pathetically frail. ** '''Mechs''' *** GET OUT. COMMIT SUDOKU, YOU BRING GREAT SHAME UPON YOURSELF BY BUILDING A COMBAT MECH EVER *** But actually a "fuck you I win" situation if you get one of these. Xenos can hardly damage your mech, and a solaris cannon is unbeatable. ----
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